IMPORTANT NOTE: I uncommented some code depending on the missing x86.cpp file to allow this to compile, These changes must be reverted as soon as this file is added (see v_palette.cpp and win32/i_system.cpp.)
- Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. SVN r1137 (trunk)
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67c844df4d
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50 changed files with 866 additions and 638 deletions
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@ -17,10 +17,7 @@
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static FRandom pr_restore ("RestorePos");
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IMPLEMENT_STATELESS_ACTOR (AAmmo, Any, -1, 0)
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PROP_Inventory_FlagsSet (IF_KEEPDEPLETED)
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PROP_Inventory_PickupSound ("misc/ammo_pkup")
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END_DEFAULTS
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IMPLEMENT_CLASS (AAmmo)
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//===========================================================================
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//
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@ -366,32 +363,6 @@ void A_RestoreSpecialPosition (AActor *self)
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}
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}
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// Pickup flash -------------------------------------------------------------
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class APickupFlash : public AActor
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{
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DECLARE_ACTOR (APickupFlash, AActor)
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};
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FState APickupFlash::States[] =
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{
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S_NORMAL (ACLO, 'D', 3, NULL , &States[1]),
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S_NORMAL (ACLO, 'C', 3, NULL , &States[2]),
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S_NORMAL (ACLO, 'D', 3, NULL , &States[3]),
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S_NORMAL (ACLO, 'C', 3, NULL , &States[4]),
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S_NORMAL (ACLO, 'B', 3, NULL , &States[5]),
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S_NORMAL (ACLO, 'C', 3, NULL , &States[6]),
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S_NORMAL (ACLO, 'B', 3, NULL , &States[7]),
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S_NORMAL (ACLO, 'A', 3, NULL , &States[8]),
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S_NORMAL (ACLO, 'B', 3, NULL , &States[9]),
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S_NORMAL (ACLO, 'A', 3, NULL , NULL)
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};
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IMPLEMENT_ACTOR (APickupFlash, Raven, -1, 0)
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PROP_SpawnState (0)
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PROP_Flags (MF_NOGRAVITY)
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END_DEFAULTS
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/***************************************************************************/
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/* AInventory implementation */
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/***************************************************************************/
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@ -1154,11 +1125,7 @@ bool AInventory::DrawPowerup (int x, int y)
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/* AArtifact implementation */
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/***************************************************************************/
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IMPLEMENT_STATELESS_ACTOR (APowerupGiver, Any, -1, 0)
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PROP_Inventory_DefMaxAmount
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PROP_Inventory_FlagsSet (IF_INVBAR|IF_FANCYPICKUPSOUND)
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PROP_Inventory_PickupSound ("misc/p_pkup")
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END_DEFAULTS
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IMPLEMENT_CLASS (APowerupGiver)
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//===========================================================================
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//
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@ -1349,8 +1316,7 @@ void AInventory::DetachFromOwner ()
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{
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}
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IMPLEMENT_STATELESS_ACTOR (ACustomInventory, Any, -1, 0)
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END_DEFAULTS
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IMPLEMENT_CLASS (ACustomInventory)
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//===========================================================================
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//
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@ -1396,12 +1362,7 @@ bool ACustomInventory::TryPickup (AActor *toucher)
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return useok;
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}
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IMPLEMENT_STATELESS_ACTOR (AHealth, Any, -1, 0)
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PROP_Inventory_Amount (1)
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PROP_Inventory_MaxAmount (0)
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PROP_Inventory_PickupSound ("misc/health_pkup")
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END_DEFAULTS
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IMPLEMENT_CLASS (AHealth)
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//===========================================================================
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//
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@ -1493,10 +1454,7 @@ bool AHealth::TryPickup (AActor *other)
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return true;
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}
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IMPLEMENT_STATELESS_ACTOR (AHealthPickup, Any, -1, 0)
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PROP_Inventory_DefMaxAmount
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PROP_Inventory_FlagsSet (IF_INVBAR)
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END_DEFAULTS
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IMPLEMENT_CLASS (AHealthPickup)
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//===========================================================================
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//
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@ -1724,9 +1682,9 @@ void ABackpackItem::DetachFromOwner ()
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//
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//===========================================================================
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IMPLEMENT_ABSTRACT_ACTOR(ABackpackItem)
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IMPLEMENT_CLASS(ABackpackItem)
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IMPLEMENT_ABSTRACT_ACTOR (AMapRevealer)
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IMPLEMENT_CLASS (AMapRevealer)
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//===========================================================================
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//
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